Chapter 10. Curves and Surfaces
by Richard S. Wright, Jr.
WHAT YOU'LL LEARN IN THIS CHAPTER:
How To | Functions You'll Use |
|---|---|
Draw spheres, cylinders, and disks |
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Use maps to render Bézier curves and surfaces |
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Use evaluators to simplify surface mapping |
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Create NURBS surfaces |
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Create trimming curves |
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Tessellate concave and convex polygons |
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The practice of 3D graphics is little more than a computerized version of connect-the-dots. Vertices are laid out in 3D space and connected by flat primitives. Smooth curves and surfaces are approximated ...
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